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wnsrc/lua/entities/obj_vj_hlrof_voltigore_energy.lua
lifestorm 9c918c46e5 Upload
2024-08-04 23:12:27 +03:00

120 lines
5.0 KiB
Lua

--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
/*--------------------------------------------------
*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
--------------------------------------------------*/
AddCSLuaFile()
ENT.Type = "anim"
ENT.Base = "obj_vj_projectile_base"
ENT.PrintName = "Voltigore Electrical Energy"
ENT.Author = "DrVrej"
ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
ENT.Information = "Projectiles for my addons"
ENT.Category = "Projectiles"
if CLIENT then
local Name = "Voltigore Electrical Energy"
local LangName = "obj_vj_hlrof_voltigore_energy"
language.Add(LangName, Name)
killicon.Add(LangName,"HUD/killicons/default",Color(255,80,0,255))
language.Add("#"..LangName, Name)
killicon.Add("#"..LangName,"HUD/killicons/default",Color(255,80,0,255))
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
if !SERVER then return end
ENT.Model = {"models/spitball_large.mdl"} -- The models it should spawn with | Picks a random one from the table
ENT.DoesDirectDamage = true -- Should it do a direct damage when it hits something?
ENT.DirectDamage = 25 -- How much damage should it do when it hits something
ENT.DirectDamageType = DMG_SHOCK -- Damage type
ENT.SoundTbl_OnCollide = {"vj_hlr/hl1_weapon/gauss/electro4.wav","vj_hlr/hl1_weapon/gauss/electro5.wav","vj_hlr/hl1_weapon/gauss/electro6.wav"}
ENT.DecalTbl_DeathDecals = {"VJ_HLR_Scorch"} -- Decals that paint when the projectile dies | It picks a random one from this table
ENT.DelayedRemove = 1 -- Change this to a number greater than 0 to delay the removal of the entity
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomPhysicsObjectOnInitialize(phys)
phys:Wake()
phys:SetMass(1)
phys:SetBuoyancyRatio(0)
phys:EnableDrag(false)
phys:EnableGravity(false)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
self:SetNoDraw(true)
self.Glow1 = ents.Create("env_sprite")
self.Glow1:SetKeyValue("model","vj_hl/sprites/flare3.vmt")
self.Glow1:SetKeyValue("GlowProxySize","2.0") -- Size of the glow to be rendered for visibility testing.
self.Glow1:SetKeyValue("renderfx","14")
self.Glow1:SetKeyValue("rendermode","3") -- Set the render mode to "3" (Glow)
self.Glow1:SetKeyValue("renderamt","255") -- Transparency
self.Glow1:SetKeyValue("disablereceiveshadows","0") -- Disable receiving shadows
self.Glow1:SetKeyValue("framerate","10.0") -- Rate at which the sprite should animate, if at all.
self.Glow1:SetKeyValue("spawnflags","0")
self.Glow1:SetPos(self:GetPos())
self.Glow1:SetParent(self)
self.Glow1:Spawn()
self.Glow1:Activate()
self:DeleteOnRemove(self.Glow1)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Vort_DoElecEffect(sp, hp, hn, a, t)
local elec = EffectData()
elec:SetStart(sp)
elec:SetOrigin(hp)
elec:SetEntity(self)
elec:SetNormal(hn)
elec:SetAttachment(a)
elec:SetScale(0.15)
util.Effect("VJ_HLR_Electric_Purple", elec)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Think() -- Override think because we need it to run while doing delayed remove!
local myPos = self:GetPos()
-- Tsakh --------------------------
local tsakhSpawn = myPos + self:GetUp()*45 + self:GetRight()*20
for _ = 1, 4 do
local randt = math.Rand(0, 0.6)
timer.Simple(randt, function()
if IsValid(self) then
local tr = util.TraceLine({
start = tsakhSpawn,
endpos = myPos + VectorRand(-150, 150),
filter = self
})
//if tr.Hit == true then
self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, tr.HitNormal, 1, randt)
//end
end
end)
end
-- Ach --------------------------
local achSpawn = myPos + self:GetUp()*45 + self:GetRight()*-20
for _ = 1, 4 do
local randt = math.Rand(0, 0.6)
timer.Simple(randt, function()
if IsValid(self) then
local tr = util.TraceLine({
start = achSpawn,
endpos = myPos + VectorRand(-150, 150),
filter = self
})
//if tr.Hit == true then
self:Vort_DoElecEffect(tr.StartPos, tr.HitPos, tr.HitNormal, 1, randt)
//end
end
end)
end
end